Show Animation.cpp syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#include <actions/Animation.h>
#include <engine/MetaClass.h>
#include <engine/ScorchedContext.h>
#include <engine/ActionController.h>
#include <sprites/MetaActionRenderer.h>
#include <common/Defines.h>
Animation::Animation(unsigned int playerId,
Vector &position,
Vector &velocity,
const char *rendererName,
const char *data) :
position_(position), playerId_(playerId), velocity_(velocity),
rendererName_(rendererName), data_(data)
{
}
Animation::~Animation()
{
}
void Animation::init()
{
#ifndef S3D_SERVER
if (!context_->serverMode)
{
MetaActionRenderer *renderer = (MetaActionRenderer *)
MetaClassRegistration::getNewClass(rendererName_.c_str());
if (renderer)
{
renderer->init(playerId_, position_, velocity_, data_.c_str());
context_->actionController->addAction(
new SpriteAction(renderer));
}
else
{
dialogMessage("Animation", formatString(
"No renderer named \"%s\"",
rendererName_.c_str()));
}
}
#endif // #ifndef S3D_SERVER
}
void Animation::simulate(float frameTime, bool &removeAction)
{
ActionReferenced::simulate(frameTime, removeAction);
if (!renderer_) removeAction = true;
}
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